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Posted

If I were you I would watch videos, you can learn a lot from them. Also, learn what moves cancel into 2P since you get 4 frames on them if it's blocked (but you can also learn this from videos). Also, what are you trying to do to close the distance? Sometimes you have to let them come to you ;O

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Posted

If I were you I would watch videos, you can learn a lot from them. Also, learn what moves cancel into 2P since you get 4 frames on them if it's blocked (but you can also learn this from videos).

Also, what are you trying to do to close the distance? Sometimes you have to let them come to you ;O

With Jam and with the people that I play with. It is more advantageous to be on the offensive. Are there some moves that are not as obvious that can cancel into 2P?

Posted

being offensive when using jam is more to baiting the opponent to do something obvious for Jam to punish, being to aggresive on Neutral versus most of the cast using Jam is dangerous IMHO

Posted

To be overly aggressive you either need to already know how the person plays, or have amazing reflexes. You don't have the reach to make up for lost distance fast enough, but you have the speed to switch things up quickly. The only times I feel I can be aggressive is when I have a card of any type since that allows for a better mix-up. Also if the person is in super-block mode I'll either (in no particular order): A). Go in for the throw (I hate her throwing range) B). Throw in a fast j2K for the mix-up C). Dust by accident or D). IAD > jHS over them for the cross-up I used to be overly aggressive and I'd get punished... a lot (and I still do, sadly). I switched to more of a defensive play style, where I'll either bait them or wait for a CH (2S staggers = win). Learn what moves you can punish, but that only really comes form playing lots of different people. A nifty trick is baiting people into IAD > 214K. After landing this they're basically at your mercy and there are a couple things you can do depending how far over them you where when the hit landed: -2H usually hits no matter how far away you were (although if you just clipped them you might have to run up a bit). This can also lead into a corner loop... -Also Dashing under them into a cS can set you up for an air combo Another thing I've been practicing is parrying after getting something HUGE blocked, like 214K. Most of the time you'll get punished right afterwards if whoever you're playing knows that they're doing. There are also some characters you HAVE to play safe against, which brings Slayer and Potemkin to mind... The most important thing with Jam is to be patient. Practice resetting your distance and baiting, it's amazing how fast some people run after you.

Posted

How would you guys zone, lets say a Sol player that's really dangerous. I don't know how many times he's gone under me and proceeded to sidewinder loop. I do not have the luxury of baiting this guy. He blocks everything including random FB puffballs. Only thing that's worked so far damage wise is a counter hit with 214K. How would you overcome some of Jam's range issues? I use 2D and 5K. But then with someone like Sol, what are my knockdown options?

Posted

If he is blocking FB, then you are not really random. Plus, you should be baiting his moves, not throwing it out randomly. 2s crushes just about anything sol can throw out on the ground. His moves either don't have enough range or are too slow against it, if you time it right of course. To overcome her range deficiency, use her speed. This is first thing you need to learn to play Jam well against basically over half the cast.

Posted

Well, when he's knocked down, either block and bait his VV, or back away. Getting there isn't really that hard, and I doubt he blocks absolutely everything you throw out at him. 214K CH's are pretty damn good off an IAD, so work in practice mode with that to see how you can combo off of it. Your movement is key. 6P beats Riot-stomp. And practice your corner loops on Sol, it'll pay off huge in the long run, since his fking hitbox is weird as hell... Does this guy play defensively? What makes him so dangerous?

Posted

fb his Riot Stomp :v: and yeah his hitbox is weird as hell anyway Sol has a very good 2d and GV to deal with any burst rush attempt imo ground option will heavilly on his favor, actively baiting with iad/jump in was my best tactic on this matchup =|

Posted

Thanks, those are some great tips. I have been watching videos and I saw many Jam players using this move when their opponent is knocked down in the corner. 236S-P, (air dash past opponent), flame kick or jD. I cannot figure out how to get the flame kick so low or make jam seem like she went off screen. To St1ckBuG: What makes him so dangerous in my opinion is that he has a lot of experience, excellent execution and response, played Jam previously before switching to another new character, plays at EVO level. So...I do not really see him playing defensively. He just pokes and when he hits me with anything...RC/FRC and there goes 50% of my life bar.

Posted

The 214K that makes you go straight down is 2149K, or something like that. There are a couple posts in the Jam forums discussing how to do this. I personally haven't tried it yet, even though I should (since it's really good for corner oki/mixup).

I think what you mean is 236P > IAD.214K. The 214K during the IAD will make it go straight down, but I'm pretty sure there is another option to making it go straight down.

If you play against him enough you'll get used to his play style, and that in turn will make you a lot better, especially if he's EVO level. You might also want to play safer and start using some hit confirms into FB.

In regards to your post in the match-up thread, there's a really good video of a Jam vs HOS on the gamechariot site.

http://gamechariot.com/06movie_GGXXAC.html

If you look at the bottom section there's a match reading: みお(OR) VS ハマショー(JA)

It might be able to show you some stuff, but for most videos I've watched it's almost all the same thing: a mix-up between run>bait>combo or poke>rushdown/combo.

I'm no pro at this game, and I've barely been playing it for 3 months. So I'm just telling you what I've learned from playing people in my area, reading the forums, and watching videos. And don't get discouraged if you can't beat someone, because 3/4ths of the game is experience: If you know what they can potentially dish out, that puts you a couple steps ahead. Hope some of this helps.

Posted

So does anyone use Jam's supers? I sometimes use the Kikou-shou super just becaues ti can set up the loop/take up screen. I never do it up close though becaues it's unsafe. Also, is there any use for her 236+s,p move? It seems like you can use it during a bloskstring and go for a throw, but I dunno. It also sucks that if you do it too fast you get flippy move instead.

Posted

her 632146HS super aka genkidama was extremely useful in slash (due to its throw/body invuln. before the super flash) but in AC it lost all its glory, no more invuln. >_< 632146S let´s you cross distance extremely fast, but you have to be sure that it hits, otherwise prepare for punishment... 236236HS is good with 75% tension (FRC) let´s you wakeup 100% save, and if it hits you win the round...also it deals massive dmg. midcombo, so it wins the rnost useful jam overdrive award

Posted

(O_o) OMFG!!! i really forgot with her 236236hs on AC ... need to learn the setup just in case XD btw about Genkidama, i still use it on my mind games on pressure string, if my oponent FD my pressure and do reversal =)

Posted

i ONLY combo into 632146S after a messed up iAD j.HS crossup, when i´m too far away for anything besides f.S 632146S...the range is the only thing that justifies its use, 236236HS deals more dmg. and doesn´t build so much tension, also grants tensionles followup... also the new suck in effect on 632146HS sucks, lol, most of the time you´ll just get thrown (or hit you out of your 6HS) and it´s just not worth it in combos another note: 623K(1) RC j.D is a cheaper but not 100% save (if they just backdash out of range) way to wake up...but the followup if it hits is just poor dmg. wise in comparison to 236236HS FRC

Posted

True. Which is what I do as well. Only problem is 236236HS a good wake up?I rarely experiment with the move. Well except on Sol. I parry the Bandit Bringer, into the 236236HS and as he is falling, FB puffball into the wall. I know when you FRC it it leads to automatic HLM damage. Which is like 60% or 70% of their health right there, especially with charge powered cards.

Posted

236236HS is only a good wakeup if you got the FRC down (and the tension to...lol), if they block and you don´t FRC ->lolpunishment but with the FRC there is nothing you have to fear, they can make you whiff it, block it, worst case is that you still have to block after the FRC...but that is pretty rare...and if that shit hits -> ggpo BUT STILL...if i have 75% and wake up i´d rather block 90% of the time and spend the tension on guaranteed damage, instead of shooting a random bullet

Posted

True. Which is what I do as well. Only problem is 236236HS a good wake up?I rarely experiment with the move. Well except on Sol. I parry the Bandit Bringer, into the 236236HS and as he is falling, FB puffball into the wall. I know when you FRC it it leads to automatic HLM damage. Which is like 60% or 70% of their health right there, especially with charge powered cards.

Waste of tension IMO.

When you geat a BB hachifu, c.S, j.S+, j.HS+ > Ruijin x2 > wallstick > ho-ho damage

If you don´t have the charge, just follow the c.S with a 2+HS, fb pufball > wallstick > ho-ho damage

236236+HS is really useful on wake ups.

If you spend the aditional 25% on the frc, the damage if it hits is just INSANE, specially with some extra ryujin charge.

If you don´t use the frc and the rival guards, he´ll be able to punish you.

But with the frc, you´ll still have advantage even if the rival guards (dashup>throw/6+HS pressures/n.D pokes...).

With the frc, 236236+HS becomes a great wake up tool for Jam, but you need to have the tension, or either pull out the Ume and make sure you´re gonna hit without FRCing it.

It´s specially useful against Potemkin Giganter traps on wake ups.

Posted

Usually I would 236S + HS after the FB into one of my custom combos.

Waste of tension IMO.

When you geat a BB hachifu, c.S, j.S+, j.HS+ > Ruijin x2 > wallstick >

I am aware of this combo especially with the Ruijin card.. but the only problem, and nice answer, is that it leads into wallstick, like a majority of her moves. I tried a IAD to D,S©,S(f) jc into P,D 236P FRC S,623k, into charged 214K 5K 2HS into 6HS 2x's. If in the corner, this leads into wallstick as well.

Many ways to lead into wallsticks. I just like to keep my options open to more combos.

BTW..

c.S with a 2+HS, fb pufball > wallstick > ho-ho damage

I'm stealing this..:keke:

Posted

I tried a IAD to D,S©,S(f) jc into P,D 236P FRC S,623k, into charged 214K 5K 2HS into 6HS 2x's. If in the corner, this leads into wallstick as well.

If you wanna please the crowd, that is a nice choice. If not, it´s a really poor combo.

Poor damage, and you´re wasting a 25% extra tension.

I guess it´s cool that you try to achieve as many options as posible.

But in tournaments, anything that´s not optimized damage with the less tension consumption possible, sucks IMO.

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